EN

Translate:

Alvaro Chavez Mixco, Game Developer

Alvaro Chavez Mixco, Game DeveloperAlvaro Chavez Mixco, Game DeveloperAlvaro Chavez Mixco, Game Developer

Alvaro Chavez Mixco, Game Developer

Alvaro Chavez Mixco, Game DeveloperAlvaro Chavez Mixco, Game DeveloperAlvaro Chavez Mixco, Game Developer
  • Home
  • Published Projects
  • Other Projects
    • Coursework
    • Personal
  • Blog
  • CV
  • Contact
  • More
    • Home
    • Published Projects
    • Other Projects
      • Coursework
      • Personal
    • Blog
    • CV
    • Contact

EN

  • Home
  • Published Projects
  • Other Projects
    • Coursework
    • Personal
  • Blog
  • CV
  • Contact

The Legend of Zelda Maker

Institution: Algonquin College

Course:   GAM1540-Game Programming III

Date: Fall 2015

Platform: PC/Mac

Programming Language: C++


Starting with a non-functional framework of The Legend of Zelda (NES), we were tasked to create a working version of the Zelda game with a level editor. The emphasis of the project was in implementing the AI, with different states and A* pathfinding; creating a level editor that could read/write save files, and supported multiple tile types; and implementing randomized enemy drops; all of these, besides the basic game functionality. 


This was made with a custom C++ game engine, GameDev2D, developed by Bradley Flood, a course instructor at Algonquin College.

Source Code

Some of the features implemented for this project were:

  • Multi-screens (sections) world map, with each section connected in the overall world map.
  • Multiple types of tiles that were walkable or not, and tile to tile collision
  • Level editor that allowed placing different types of tiles.
  • Loading and writing levels to a binary file (edit them in level editor, play them in game).
  • Enemy AI, including different states (walking, idle, searching, etc.), and A* pathfinding across their subsection tile map.
  • Randomized drops for enemies. These drops (health, rupees, or nothing) had an specified chance of appearing, that varied according to conditions like the player's health.
  • UI to display the player's current health and their number of rupees.
  • Loading screen, a loading bar showed the percentage of assets loaded before the scene was changed.
  • Playing of sound effects for different actions in the game, and the background music.


The main game has the same basic game mechanics of the original The Legend of Zelda (NES, 1986).

    Copyright © 2025 Alvaro Chavez Mixco - All Rights Reserved. All content and trademarks property of their respective owners. 


    Powered by

    Cookes Policy

    This website uses cookies to enhance the content being shown. Feel free to decline the use of cookies if desired, you will still be able to navigate the website.  If you click "Accept", you consent to our use of cookies. 

    DeclineAccept